LunchboxCharlie Posted June 24, 2014 Report Share Posted June 24, 2014 After 10 seconds on the death, you are returned to the lobby on death, automatically. No abort needed. First: player_death.sqf private ["_array","_source","_kills","_killsB","_humanity","_wait","_myKills","_infected","_canHitFree","_myHumanity","_method","_body","_playerID","_id","_myGroup","_isBandit","_bonus","_humanitylevel","_isPZombie","_killsZ"]; if (deathHandled) exitWith {}; deathHandled = true; //Death _body = player; _playerID = getPlayerUID player; _infected = 0; if (r_player_infected && DZE_PlayerZed) then { _infected = 1; }; //Send Death Notice //["PVDZE_plr_Died",[dayz_characterID,0,_body,_playerID,dayz_playerName,_infected]] call callRpcProcedure; PVDZE_plr_Died = [dayz_characterID,0,_body,_playerID,_infected]; publicVariableServer "PVDZE_plr_Died"; _id = [player,20,true,getPosATL player] spawn player_alertZombies; sleep 0.5; player setDamage 1; 0.1 fadeSound 0; player setVariable ["NORRN_unconscious", false, true]; player setVariable ["unconsciousTime", 0, true]; player setVariable ["USEC_isCardiac",false,true]; player setVariable ["medForceUpdate",true,true]; //remove combat timer on death player setVariable ["startcombattimer", 0, true]; r_player_unconscious = false; r_player_cardiac = false; // _id = player spawn spawn_flies; _humanity = 0; _wait = 0; _bonus = 0; _array = _this; if (count _array > 0) then { _source = _array select 0; _method = _array select 1; if (!isNull _source) then { if (_source != player) then { _canHitFree = player getVariable ["freeTarget",false]; _isBandit = (player getVariable["humanity",0]) <= -5000; _isPZombie = player isKindOf "PZombie_VB"; if (!_canHitFree and !_isBandit and !_isPZombie) then { _myHumanity = ((player getVariable ["humanity",0]) / 10); _myKills = ((player getVariable ["humanKills",0]) / 5) * (1000 - _myHumanity); //Process Morality Hit _humanity = -(1000 - _myKills); //2000 _kills = _source getVariable ["humanKills",0]; _source setVariable ["humanKills",(_kills + 1),true]; _wait = 300; } else { if (_isBandit and !_isPZombie) then { //Process Morality Gain _myHumanity = ((player getVariable ["humanity",0]) / 35); _myKills = 1 min (0 + (player getVariable ["humanKills",0]) / 15); _humanitylevel = (player getVariable ["humanity",0]); if (_humanitylevel >= -100000) then { _bonus = 100; } else { _humanitylevel = (_humanitylevel / -1000); _bonus = 500 min _humanitylevel; }; _humanity = (-(_myHumanity * _myKills)); // 500 min (+ 25) () _humanity = 1000 min (_humanity + _bonus); // 25 _bonus _killsB = _source getVariable ["banditKills",0]; _source setVariable ["banditKills",(_killsB + 1),true]; _wait = 0; }; if (_isBandit and !_isPZombie and (_humanity != 0)) then { /* PVS/PVC - Skaronator */ PVDZE_send = [_source,"Humanity",[_source,_humanity,_wait]]; publicVariableServer "PVDZE_send"; }; }; if (_humanity < 0) then { _wait = 0; }; if (!_canHitFree and !_isBandit and !_isPZombie and (_humanity != 0)) then { /* PVS/PVC - Skaronator */ PVDZE_send = [_source,"Humanity",[_source,_humanity,_wait]]; publicVariableServer "PVDZE_send"; }; if (_isPZombie) then { _humanity = 100; //25 _killsZ = _source getVariable ["zombieKills",0]; _source setVariable ["zombieKills",(_killsZ + 1),true]; _wait = 0; /* PVS/PVC - Skaronator */ PVDZE_send = [_source,"Humanity",[_source,_humanity,_wait]]; publicVariableServer "PVDZE_send"; }; if (_canHitFree) then { //_humanity = 100; //50 _killsB = _source getVariable ["banditKills",0]; _source setVariable ["banditKills",(_killsB + 1),true]; _wait = 0; }; }; }; _body setVariable ["deathType",_method,true]; }; terminate dayz_musicH; terminate dayz_slowCheck; terminate dayz_animalCheck; terminate dayz_monitor1; terminate dayz_medicalH; terminate dayz_gui; //Reset (just in case) //deleteVehicle dayz_playerTrigger; disableUserInput false; r_player_dead = true; "dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2; "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.01], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 1; //Player is Dead! 3 fadeSound 0; 0 cutText ["", "BLACK",10]; dayz_DeathActioned = true; sleep 1; TitleText[localize "str_player_12","PLAIN DOWN",5]; dayz_originalPlayer enableSimulation true; addSwitchableUnit dayz_originalPlayer; setPlayable dayz_originalPlayer; selectPlayer dayz_originalPlayer; _myGroup = group _body; [_body] joinSilent dayz_firstGroup; deleteGroup _myGroup; 3 cutRsc ["default", "PLAIN",3]; 4 cutRsc ["default", "PLAIN",3]; if (count _array > 0) then { _body setVariable ["deathType",_method,true]; }; _body setVariable["combattimeout", 0, true]; sleep 2; 1 cutRsc ["DeathScreen","BLACK OUT",3]; playMusic "dayz_track_death_1"; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; sleep 1; for "_x" from 10 to 1 step -1 do {titleText [format["Returning to lobby in %1 second(s)...", _x], "PLAIN DOWN", 1]; sleep 1;}; PVDZE_Server_Simulation = [_body, false]; publicVariableServer "PVDZE_Server_Simulation"; endMission "END1"; Second: Put this in your custom compiles: player_death = compile preprocessFileLineNumbers "custom\player_death.sqf"; Third: Place this in your publicvariable.txt, on the end of line 1: !="PVDZ_Server_Simulation" That's it, you're done. 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insertcoins Posted June 24, 2014 Report Share Posted June 24, 2014 plz credit where you got this from: Link to comment Share on other sites More sharing options...
MGT Posted June 24, 2014 Report Share Posted June 24, 2014 This is in Epoch 1.0.5 as default insertcoins 1 Link to comment Share on other sites More sharing options...
LunchboxCharlie Posted June 24, 2014 Author Report Share Posted June 24, 2014 plz credit where you got this from: Umm, I never got it from there, but hey, thanks for the wrongful accusation. I guess there are 1000 ways you can 4 lines of code. I guess I can give credit for the epoch team for writing player_death.sqf. Give me a break. Link to comment Share on other sites More sharing options...
LunchboxCharlie Posted June 24, 2014 Author Report Share Posted June 24, 2014 This is in Epoch 1.0.5 as default I just noticed that 1.0.5 is out. Link to comment Share on other sites More sharing options...
calamity Posted June 24, 2014 Report Share Posted June 24, 2014 I just noticed that 1.0.5 is out. not on commander yet. Link to comment Share on other sites More sharing options...